#pragma once
#include "d3dx11effect.h"
#include "DXUT.h"
class ReflectionShader
{
public:
	ReflectionShader(void);
	~ReflectionShader(void);

	bool Initalize(ID3D11Device*);

	void setShaderParameters(D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);

	void render(ID3D11DeviceContext*, int);

	ID3DX11Effect* getEffect();
	ID3DX11EffectTechnique* getTechnique();
	ID3D11InputLayout* getVertexLayout();

private:
	ID3DX11Effect* m_Effect;
	ID3DX11EffectTechnique*  m_Technique;
	ID3D11InputLayout* m_VertexLayout;
};

